Slaves to Darkness – Spire Tyrants
6"
1
5+
5
WARSCROLL

Spire Tyrants

Each member of the Spire Tyrants has earned glory and renown in the fighting pits of the Varanspire. These ferocious gladiators constantly seek new and deadlier challenges, believing themselves to be favoured by Archaon himself.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Gladiatorial Weapons
Gladiatorial Weapons1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 9 - 36      Points: 70
Battlefield Role: None

DESCRIPTION

A unit of Spire Tyrants has any number of models, each armed with Gladiatorial Weapons.

PIT CHAMPION: 1 in every 9 models in this unit must be a Pit Champion. Add 2 to the Attacks characteristic of a Pit Champion’s melee weapons.

HEADCLAIMER: 1 in every 9 models in this unit must be a Headclaimer. Add 1 to the Damage characteristic of a Headclaimer’s melee weapons.

BESTIGOR DESTROYER: 1 in every 9 models in this unit must be a Bestigor Destroyer. Add 2 to the Attacks characteristic of a Bestigor Destroyer’s melee weapons.

ABILITIES

Pit Fighters: Years of experience in the Varanspire’s fighting pits have made the Spire Tyrants into brutally efficient killers.
You can add 1 to hit rolls for attacks made by this unit if it charged in the same turn.

KEYWORDS
CHAOS, MORTAL, SLAVES TO DARKNESS, CULTISTS, SPIRE TYRANTS
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The CULTISTS keyword is used in following Slaves to Darkness warscrolls:

None
© Vyacheslav Maltsev 2013-2020